I developed a small dungeon with blender. It consists of rooms, every room has a floor and several walls.
Even if all the floors look at the same height in blender, when I import the model in Unity3d, I see weird shapes on the floor when passing from a room to another one.
I attach a picture to try to explain:
Can you please tell me how to get rid of those edges?
It was the normal’s. I have fixed this for you. I’ve left my previous instructions so you know what to do if this happens again.
Also you look quite new to Blender, have a look at the Blender Wiki site. It is very helpful and has a great tutorial for beginners, the “Gingerbread Man”.
Have you checked your normal’s on the mesh? If you don’t know what I mean then open Blender. Press “n” to get the toolbar window you need to display. Go into edit mode(“Tab”). Scroll down the toolbar window that “n” displayed until you get to “Mesh Display”. Click the cube icon below the heading “Normal’s”. You will see little blue lines appear, you can make these bigger via the size box. The Blue line shows which side of the face(poly) will be displayed when you import the mesh into Unity. You can flip these individually in the “Mesh Tools” window, or recalculate etc. If this is no help then post your Blender file where I can easily access it and I will have a proper look for you.
It’s provably caused by negative mesh scale. It’s a common mistake.
What happens is that in blender you accidentally inverted the scale somehow. Instead of your mesh having scale (1; 1 ; 1) it now has a scale of (-1; -1 ; -1) or (1;-1;1) etc.
Blender usually doesn’t have problem with it because blender shows you both sides of the face no matter what.
But Unity has problem with it because unity only reads one side of the face not both like blender does.
Easy explanation is that right now the 3D model is like a plastic bag that has it’s outside surface inside and inside surface outside.
If you go into blenders editor mode you can try scale it back to positive mesh scale but I’m not 100% sure if you can do that because it depends on how your model is modeled. Worse case is that you simply have to redo the model with positive scale.